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Warhammer 40,000/7th Edition Tactics/Psychic 101
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=====Sanguinary (Blood Angels)===== :;Overview ::Most of these are inferior to powers in some other Discipline that the Blood Angels have access to, so make sure you know what you're doing if you grab this. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Sanguinary Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Quickening | Blessing || 12 || Model (Character) | Target (which can be the caster, of course) gets Fleet and +1D3 to I and A (roll once and add the same to both). Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Warp Speed]] when cast on the caster, so make sure to exploit the 12" range. Because Fleet does not extend to the unit, and the only non-Independent Character Characters you have are Librarian Dreadnoughts and Cassor the Damned, Cassor immediately becomes your best in-Faction target, but your best bet is probably allies - for example, an Eversor Assassin. | 1 |- ! 1 !! Fear of the Darkness | Malediction || 12 || Unit | Target takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test, not a Fear test, so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit. | 1 |- ! 2 !! Unleash Rage | Blessing || 18 || Unit | Grants Rage, or +1A if the target already has Rage. Bless the Death Company. Watch them kill. On a target which doesn't already have Rage, strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Interromancy (Dark Angels)|Righteous Repugnance]], which itself is strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]; on a target that already has Rage, better than either in effect (as +1A is usually more useful than +1S), although at shorter range, so stick to casting this on the Death Company. | 1 |- ! 3 !! Shield of Sanguinius | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his unit have a 5++. You'll be needing this against any AP2 or D shots. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Divination|Forewarning]]. | 1 |- ! 4 !! Blood Boil | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1}} Model hit must take 2 toughness tests, suffering an unsavable wound for each failure. If it dies, place an S4 AP5 Ignores Cover Large Blast on it. Cast and make anything T4 or lower without FNP go boom! This is a great power for thinning out infantry units with weak armor. Typically stronger than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] against models with 5+ armor or worse, but much, much worse against models with 4+ armor or better (although the effectiveness of both relies partially on model placement in the target). | 2 |- ! 5 !! Blood Lance | Witchfire (Beam) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Lance}} Haha! Time to shoot tanks! | 2 |- ! 6 !! Wings of Sanguinius | Blessing || 12 || Unit (Nonvehicle) | Target an infantry unit within 12", it may move up to 12" unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase. This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. (12" movement phase +12" in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die. Drastically worse than [[Warhammer_40,000/Tactics/Psychic_101#Fulmination.2FEctomancy|Magnetokinesis]]. | 2 |}
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